The Core of Diablo

Antimatter

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Duriel was dealt with while Mara was at lvl 21 (again, quite early). Not many issues there, thanks to the items the actual damage she inflicts, and her health/resistances are quite impressive for this particular stage of the game. Mara now has new claws and blades, as well as a shiny new armour for Magic Finding.

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How did I get these items? Gambled them (it was very fun to get rare items with sockets) and put some rare gems into them!

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Antimatter

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Mephisto fell in less than 15 seconds.

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Mara spent ~250k gold on gambling a Scissors Katar, got one causing monsters to flee in 25% cases + more mana leech. At this stage, basically, mana never drains for Mara. 2 flawless topazes were put into a rare socketed helmet. Aliza (Mara's rogue companion) reached the 25lvl and received the Edge (Tir-Tal-Amn) bow, previously held by a rogue helping my Druid. Both with the 2.4 patch changes for mercenaries and this item (the Edge runeword was unblocked for non-Ladder play by a previous patch), I'm enjoying using the Act 1 mercenary (instead of playing for ~20 years with Act 2 mercenaries) and find it thematically appealing. Now with some good damage as well. The main outfit for Mara provides a 100% Magic Find chance, she hits her targets in 91% of cases, and her blocking chance is 44%.

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I can't get enough of the character screen in the main menu, it's such a great feature of D2: Resurrected. Nothing beats seeing those scary hand blades in many details.

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Overall, I'm enjoying this rather speed-running playthrough. Having items from previous playthroughs available due to the shared stash diminishes grinding levels (no need to grind for the same runes / gems / even set items in multiple games) and helps make the main character stronger faster.
 

O_Bruce

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Mephisto: "You're too late!"
Also Mephisto 15 seconds later: *dies*
Precious!

Nice to see you blitzing through the game and I agree that it feels nice to use act 1 mercenary. Although I think they need a really good loot in later hell difficulty to be really useful. Speaking of mercenary, I cannot help but notice that you made Edge runeword in Edge Bow. Punny.
 

Antimatter

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Act 4, while Mara was still lvl 26-27, had more threats than the whole previous game until this point, but she did well. Izual lasted for more than 15 seconds, that's for sure.
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The Hell Forge provided an Ort Rune and a Perfect Amethyst. Meh, but it still looked beautiful.
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Diablo was more dangerous than the previous demons Mara had faced. His special lightning attack could one-shot her if she faltered. But noticing the attack starting and running away worked, with a healing potion restoring the damage. It certainly hit in the melee range, so if there is a bug with Diablo's attack, then it only affects the Hell difficulty.
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Aliza's Cold Arrow destroyed Diablo's corpse, so Mara didn't see the famous T-pose. He dropped Crushflange, a unique mace providing a 33% chance of Crushing Blow. This brought back some nostalgia as this was one of the signature weapons of my previous assassins who specialized in Dragon Talon. Any kicksin with a shield & Fade + the Crushing Blow attribute would have been safer vs Diablo and would have killed him quicker. But I'm enjoying this run, it's on the edge. ;)
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Here is Mara posing on the Hellish background. The 27th level is very early for this stage. She will spend more time in the Chaos Sanctuary to get those sweet lvl 30 perks before venturing forth.

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Urdnot_Wrex

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Here is Mara posing on the Hellish background. The 27th level is very early for this stage. She will spend more time in the Chaos Sanctuary to get those sweet lvl 30 perks before venturing forth.

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You know I don't know the game, so I can't give a qualified comment on your progress or anything, but I have to say this picture looks great, even on phone screen.
The background is cool and I really like Mara's outfit.
 

Antimatter

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One of the aspects I like about Diablo 2 is that it's a game that you can enjoy at your own pace. For example, I could have just followed @O_Bruce's suggestion to continue into Act 5 as is. But I didn't feel secure enough doing that. After a dozen years of playing Hardcore characters in D2, I guess I just have a feeling when a run might go entirely bad if the character stays as vulnerable as Mara was vs Diablo. So I took my time and grinded a bit in the Chaos Sanctuary. The end result means Mara's changed outfit now suits the new background of Harrogath - a town in the snowy tundra from Act 5.

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But what's included? Basically, Sigon's Steel set parts + Duskdeep (a unique full helm).
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With new immunities and other stats like shown below, Mara could perfectly survive special lightning attacks by Diablo 2, no longer running away. A lot of Life points stolen per hit and really good resistances made all the difference. Mara lost Magic Find multipliers, though-- but I'd take survivability before better odds to get good loot. Especially since when it's really needed, I can swap the equipment to grind bosses more. For now, though, I'm totally happy with the new steel look of Mara. 30% Increased Attack Speed from the set is a massive offensive bonus for this build.

It was appropriate to say goodbye to the Arctic set Mara enjoyed since Act 1. Also, I always liked the Gothic Plate armour, even before D2: Resurrected (and before we could appreciate all the details the artists put into it).

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O_Bruce

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Tis' true that Diablo 2 can be enjoyed in multiple ways, though to be honest, many other games from different genres do as well

Just because I can share, I recently ventured to act 5 normal with this Druid
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Loot is self-found, currently wearing Stealth, Ancient's Pledge, Nadir and Bloodrise (dropped by Duriel) among other things. This is not a hardcore character, so his adventures aren't mentioned in this topic
 

Antimatter

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Here is a video showing combat between Mara and the Ancients. The very fact she doesn't need any potions and drains Mana & Life straight from her enemies proves she's almost unkillable at this stage of the game.



And here is Mara vs Baal. Again, no potions were consumed. Maybe the game got fascinated by this recording, but Baal dropped 4 (!) unique items, even with Mara having only a 14% Better Chance of Getting Magic Items. To be fair, Ball got killed by Aliza's precise shot (and Aliza adds 80% to that Chance). The second part of the video shows Mara's inventory, skills & stats.



This has been a fun ride. Mara will spend the next few weeks on the shore of the Twin Seas, before returning to the challenge.
 

jmerry

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Coming over from the Beamdog forums here; this thread's counterpart has basically died there.

Between my BG series runs, I've been running a Hardcore project. I had never before taken a hardcore character to Guardian, so I decided to properly try for it. Each character class gets a try, and after a failed attempt I won't come back to that class for a while.

General rules:
- Played in original D2:LoD. I run Macs, so Resurrected isn't an option. This requires that I use a machine that's old enough to vote if it were human just to run the game at all, but so be it.
- All characters in the project can transfer equipment to each other and to a shared stash via a muling program. All equipment can be retrieved from dead characters, and backups will be kept for posthumous use of certain quest rewards.
- Ladder runewords are enabled.

Attempt 1: Prebek, skeleton-summoning Necromancer.
Progress: Act 5 Hell, dead. Level 88.
Cause of Death: Burning Dead archers in an outdoor area, and hubris.
Posted starting here over at Beamdog.

Attempt 2: Danys, trap-wielding Assassin.
Progress: Guardian. Level 84.
Cause of Death: N/A.
Posted starting here over at Beamdog.

Attempt 3: Osmadi, werebear Druid.
Progress: Act 2 Hell, dead. Level 83.
Cause of Death: A fire enchanted beetle boss pack in the Maggot Lair, and probably my life boosters unexpectedly expiring.
Posted starting here over at Beamdog.

And right now, I've started my fourth character in the project: Cythandria, a fire/ice sorceress. I'll post on her adventures soon.
 

jmerry

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Cythandria has completed Normal difficulty and is now a Destroyer. No real trouble, since she had the benefit of several previous characters finding stuff.

For most of act 1, I just bashed things with Khalim's Will. At players 8, so that wasn't all one-hit kills. Though there was one thing I hadn't built before, and she did some shopping at level 11:
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This, of course, will become a Leaf. Fireball will be her primary attack skill once she becomes more of a spellcaster. Cythandria is going down the tried and true fire/cold route, with Fireball, Meteor, and Frozen Orb as her primary skills.
Once she reaches level 12 - still in the Cold Plains - she upgrades to a partial Angelic set. +1 skills, +115 life, +100 MF, all the attack rating she could ever want, and more. Those four pieces stay with her through the rest of normal difficulty.

I end the first session at the Inner Cloister waypoint, with Cythandria at level 19. That level allows me to transfer in a couple runes for the next session, and ...
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Now she has a good caster mode. She doesn't need Khalim's Will anymore; that goes back to the stash for the next new character. I give her a hammer instead for when she's out of mana and just wants to hit something. Not that she needs to very much, because blasting enemies with level 12 fireballs in act 1 normal is pretty good.

Andariel is no problem, and I begin act 2 at level 21. Elly is replaced by a Prayer mercenary Emilio. And before too long ...
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Her first unique drops. And it's an uncommon one; bardiches are low-level enough that you don't see them much later on. Dimoak's Hew is at least good enough for Emilio to use for a while.
I end the second session after the Claw Viper Temple, at level 25. Spirit and Insight, coming up.

With a Spirit sword instead of the Leaf staff, Cythandria finds herself using more cold spells. Specifically, Blizzard. It does pretty well at first, enough that I drop a couple extra points into it to experiment. The results ... no. Blizzard is just too unpredictable in how it hits. For the role that ice plays in this build, Frozen Orb is just better. I visit Akara for a respec and get rid of those excess points.
Cythandria reaches level 27 in the Arcane Sanctuary, but it's not until the false tombs that Emilio does. That lets him use the Insight partizan I transferred over, and Cythandria no longer needs to pick up and drink every blue potion that drops. Also, Emilio hits hard now. Session 3 ends with the act, at level 28.

For the fourth session and act 3, I add Lore and Magefist to Cythandria's gear. More +skills, more power. The next notable find is actually a quest reward:
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Not bad at all. This character might even use it once she's done with the Angelic set.
At this stage, I've largely left the cold spells behind and am clearing areas with fireballs almost exclusively. And Teleport to hop over obstacles and generally move faster. I reach act 4 at level 32 - masteries and Frozen Orb are now active.

In act 4, I use Frozen Orb a lot more. There are just so many fire-immune monsters to kill. Act complete at level 35.

Then comes act 5. I max out Fireball at level 37 while in the Bloody Foothills, and move on to raising Frozen Orb next. Leveling is swift, but I'm not seeing that many unique and set items ... until this happens.
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It requires level 50 to use. Even as overleveled as she is, Cythandria can't put it on. Nihlathak's level is just ridiculous in normal difficulty.
And finally, Baal.
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Now that's a quest drop. Four uniques. Plus the scissors katar had triple durability. Cythandria just hit level 49 in that shot, by the way.

Up to this point, I've been playing everything in one pass. Full clears at players 8, but no revisiting areas. Even the session breaks all came at natural stopping points. But I have to go back to old areas to cover the cow level, and I follow that up with a Baal run. Then thirteen more Baal runs, still at players 8. The only new (not previously found in this HC project) items I find in these runs are a Tarnhelm and a Witherstring, but the runs are also good XP - Cythandria is level 57 without yet leaving Normal difficulty even once. The Tarnhelm, at least, was put into use for the remaining runs.
Overall new item count for Cythandria in normal: 6 (Shadowfang, Gorefoot, Crescent Moon, Deathbit, Witherstring, Tarnhelm)

Interspersed with this, I've also done some runs with Danys, my trap assassin who made Guardian. Well, more walks than runs - she doesn't exactly clear areas at high speed. Her preferred hunting ground is the Chaos Sanctuary, though later on I take some trips to Kurast because of all the containers. She's level 86 now, and more than halfway to 87. I took a picture of her best find:
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Near-perfect rolls on that Arioc's Needle, too. +4 to skills, 227% ED. It was a random bat boss that dropped it. At that session's end, she does some gambling ... and picks up an Atma's Scarab. I didn't have that one even in my much larger softcore collection.
New items found by Danys in this same span: 5 (Radament's Sphere, Coldkill, Baezil's Vortex, Arioc's Needle, Atma's Scarab)

But all things must end. Cythandria will be moving on to Nightmare soon, and she'll want better gear. Especially that Heart of the Oak flail and Skin of the Vipermagi armor that Danys has been using - and I only have one of each. Danys will just have to chill out in town for a while without them.
 

jmerry

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Cythandria update 2: Nightmare

Before going to Nightmare, I swap out basically all of Cythandria's gear. Heart of the Oak, Skin of the Vipermagi, Tarnhelm, Lidless Wall, a rare amulet (prismatic, +2 cold skills), rare rings, Tal's belt, Tearhaunch, a fire skill charm, a bunch of +life charms. She ends up with maxed resistances, +6 skills, and an additional +2 each to fire and cold skills. Plus pretty decent MF, so I should find a lot of stuff.

One consequence of starting Nightmare at level 57? Cythandria doesn't gain a single level in act 1. And the Oak Sage nearly lasts the entire act, from when I first remember I can summon it all the way to the Catacombs. She mostly uses Frozen Orb to kill things in act 1, though fireballs have their place.
In act 2, Emilio retrains to use Holy Freeze - well, technically, I hired a new mercenary with the same name. Levels start to come in, and she completes the act at level 60. This act also brings the first fight that feels dangerous - Fangskin spawns cursed, kills the oak sage, and pushes Cythandria back to the door. Those snakes can do serious burst damage with their charge attacks. Even after I kill him and clear the curse, the minions deal a couple hundred damage to her.

A Goldwrap drops in act 3, and I make plans - upgrade that to exceptional and give it to Cythandria for the next session. Also, from Witch Doctor Endugu:
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A very nice rare shield there. Though the resistance number could be better. It still might not be good enough to use. (The sword in that shot is just an Isenhart's Lightbrand)
The containers of Lower Kurast are exceptionally generous - a ten-rare superchest, Gloom's Trap from an armor stand, Butcher's Pupil from a stash, and Angelic Halo from another chest. Not one of those was a monster drop.
Dolls spawn in Durance 2, but I'm careful - Cythandria is very good at keeping enemies at a distance. And she has 843 HP with the Oak Sage out. Act 3 complete at level 64.

In act 4, the notable items are runes.
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Aside from that, basically nothing. Act 4 complete at level 67.

And now, act 5. Difficulty takes a step up with the "guest monsters". Lots of ranged attackers outside, though fortunately their projectiles are pretty visible so Cythandria can dodge. And the items flow steadily.
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192% ED. A very good candidate for upgrading to elite - and I give it a socket right away. I don't have an amazon yet in this project, but it's only a matter of time.
Then an urn in the Glacial Trail drops Kuko Shakaku ... OK, OK, I get it. This project's amazon will be a bow user focusing on elemental skills.
Cythandria reaches level 71 in the Drifter Cavern, which brings Meteor to max level. Doing some math on Fire Bolt versus Fire Mastery ... Fire Ball is optimized when the total synergy levels are 10 more than Fire Mastery's soft level, and Meteor is optimized when the total synergy levels are 3 less than Fire Mastery's soft level. Right now it's 21 synergy to 9 Fire Mastery. I'll aim to split the difference; I'll raise Fire Mastery and Cold Mastery equally until the latter hits 100%, then raise Fire Mastery and Fire Bolt equally.
I clear everything short of the summit before visiting Nihlathak's place. Through the Halls of Anguish. Through the Halls of Moderate Pain, Like Papercuts Because Those Razor Spine Quills Are So Hard To Dodge. On to the Halls of Vaught ... with Tomb Vipers. Definitely the most dangerous area I've had to face. Still, I get through it pretty cleanly. Minimize Nihlathak's corpse supply with Glacial Spikes, and soon ...
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He goes down. The set amulet there is a Vidala's Snare.
The enemy draws in the Worldstone Keep are pretty tame - only the Undead Soul Killers in the Throne of Destruction are scary. And after a long, drawn out battle - I'm still at players 8 - Baal falls.
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That's the only set or unique item in the drop highlighted, by the way. The act boss quest drops were quite lackluster.

Finally, I took a victory lap - the cow level and a Mephisto run (because I had a short path on Durance 2). The cow portal spawned inside the stockade, practically on top of the Cow King, but I got out of that just fine. Emilio needed a resurrection, though. Nothing of note from the cows, and just a Deathspade from Mephisto, but a Razorswitch dropped in the Stony Field as I was heading to Tristram for the leg.

Nightmare complete at level 75. Cythandria has 703 HP, or 1019 with an Oak Sage out. Subject to change once I adjust her gear for Hell, of course. Base skills Fireball/Meteor/Frozen Orb at 20, Fire Mastery and Cold Mastery at 3, all other relevant skills at 1.

I found 16 new (to my HC collection) items in this pass through Nightmare: Wormskull, Heavenly Garb, Bverrit Keep, The General's Tan Do Li Ga, Swordback Hold, ethereal Spellsteel, Iratha's Cuff, Gloom's Trap, Butcher's Pupil, Heart Carver, Hwanin's Splendor, Lycander's Aim, Culwen's Point, Kuko Shakaku, Gravenspine, Razorswitch.
 

Antimatter

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That's some nice progress for Cythandria, good job. Getting good gear before or after just starting the Nightmare difficulty usually is very important for your survival, especially if this gear improves resistances. Another moment for a similar procedure (at least for me) happens during Act 1 in the Hell difficulty.
 

jmerry

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I've already made my Hell adjustments and started playing. I'd be playing right now if it weren't too hot.
In this case, the main resistance boost I went for was replacing her Lidless Wall shield with a 3-diamond shield. Overall... resists now maxed in Hell, MF and GF even higher, skills from +8 fire/+8 cold to +9 fire/+7 cold, no loss in cast speed, and all it really cost was a third of her mana pool.
Hopefully, I'll find some things to equip her even better as I go.

I've also got a side project going - a pseudo-HC barbarian with some extra rules. Atlas got a full IK set to start (in softcore, since I don't have that set in HC) and no other assistance. All stat points will go to strength. So the challenge - how far can he get without dying? Can he make it far enough to fully equip the set?
So far, he's cleared act 1. That required a surprising lot of care. Not having those big life bonuses or anything from vitality makes such a difference.
 

Antimatter

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Blizzard shared some info on a very important topic: monetization in D4. I'm happy with what I'm seeing: "The best-looking cosmetics aren’t exclusive to the Shop. Diablo IV will ship with hundreds of transmogs unlockable from drops in-game, including dozens of armor sets of the highest visual quality. There are incredible pieces—Unique and Legendary quality items—for players to find without ever going to the Shop. The Shop offers more diversity of choices, not systematically better choices."


All stat points will go to strength. So the challenge - how far can he get without dying?
OOOOH! That sounds like a crazy challenge, really. With low health numbers, it will be very difficult in melee.
 

Cahir

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I'm happy with what I'm seeing: "The best-looking cosmetics aren’t exclusive to the Shop. Diablo IV will ship with hundreds of transmogs unlockable from drops in-game, including dozens of armor sets of the highest visual quality. There are incredible pieces—Unique and Legendary quality items—for players to find without ever going to the Shop. The Shop offers more diversity of choices, not systematically better choices."
Personally, I don't think it will hold up, judging how well Diablo Immortal performs, despite all the criticizm. I don't see much hope this trend stops. I miss the times when I just can play such games solo as a default mode, not just something that is a legacy mode.
 

mlnevese

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It costs half a million dollars to fully optimize your character in Diablo mobile... If a few insane people do it they will never step back...
 
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O_Bruce

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It costs half a million dollars to fully optimize your character in Diablo IV... If a few insane people do it they will never step back...
It doesn't cost anything to optimize character in Diablo IV because the game is not out yet and won't be this year. I think you meant Immortal.

Regarding the update itself, I am willing to believe there won't be pay to win in Diablo IV, because the phrase "we won't sell power" could be heard as early as the day the game was announced on Blizzcon 2019 - way before Immortal was released and the backlash due to its monetization ensued. I remember that Blizzcon, one of the content creators, Rhykker, was joined in by one of the developers (David Kim) and had an opportunity to ask some questions, including on monetization. The response was they do plan to monetize cosmetics (which is now true) and that they won't sell power/gameplay advantages (which, according to the newest update, is also true). The gap between that Blizzcon and today is nearly 3 years, and the information remained consistent. That, with the fact that D4 and DI are for way different markets, gives me some hope.

What I don't like from the update are boosts during the Seasons. I know they would be free and available to everyone but... why even include them at all?
 

mlnevese

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It doesn't cost anything to optimize character in Diablo IV because the game is not out yet and won't be this year. I think you meant Immortal.

Regarding the update itself, I am willing to believe there won't be pay to win in Diablo IV, because the phrase "we won't sell power" could be heard as early as the day the game was announced on Blizzcon 2019 - way before Immortal was released and the backlash due to its monetization ensued. I remember that Blizzcon, one of the content creators, Rhykker, was joined in by one of the developers (David Kim) and had an opportunity to ask some questions, including on monetization. The response was they do plan to monetize cosmetics (which is now true) and that they won't sell power/gameplay advantages (which, according to the newest update, is also true). The gap between that Blizzcon and today is nearly 3 years, and the information remained consistent. That, with the fact that D4 and DI are for way different markets, gives me some hope.

What I don't like from the update are boosts during the Seasons. I know they would be free and available to everyone but... why even include them at all?
I actually meant the mobile version of Diablo fixed my post
 

jmerry

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From what I've seen on the monetization in the mobile Diablo game ... you can pay real money to buy tokens, which you then use to upgrade the end-game runs that drop the best stuff so they drop more and better stuff. And you can spend at an absurdly high rate. Lootboxes at one remove. But it's still a Diablo game, so the loot is random; if you're looking for one specific super-rare thing, more money will make finding it more likely but still won't guarantee it. You can't put an exact number on "how much it costs", because of that randomness.

Anyway, back to posting character adventures. Cythandria has made some progress since my last post.

Before moving on to Hell, I make some equipment changes.
Amulet: Rare with 18 resist all/2 cold skills -> Arch-Angel's Amulet (+2 skills)
Shield: Lidless Wall -> Gemmed Superior Dragon Shield (3x Perfect Diamond, 57 resist all)
Rings: Rares with resist all (17 total) and various other mods including a bunch of mana -> rares with faster cast and individual resists for fire/cold/poison. One of those was the Ormus reward shown in my Normal difficulty post.
Boots: Tearhaunch -> rare with 20 FRW, 30 resist lightning, and various other mods.
Charms: One small charm each with fire, lightning, and poison resist added. Secondary mods +7% MF, +1 strength, +9 life.
Mercenary: Circlet with 5% life steal -> Tal Rasha's Horadric Crest.

Overall, she retains her casting speed and magic find, gets the full 75% resistance in Hell, but loses a big chunk of her mana pool. Sustained casting requires mana potions now even with the Insight mercenary.

After clearing the Blood Moor and Den of Evil at players 8, I lower the count to 5. Her kill speed is just a bit too slow without that change.
Act 1 is actually pretty scary in general, because it has a lot of the enemies that are most dangerous to Cythandria: archers. And unlike archers later on, these don't even use highly visible elemental arrows, so they're harder to dodge. Even an early boss like Coldcrow is not to be taken lightly; I handled her by bombarding her at very long range.
In Tristram, Griswold comes out before I even reach Cain, and takes down Emilio. But by then, the other boss packs are down, and Griswold alone is helpless against Cythandria's quick movement and ranged spells.

The Tower Cellars bring my first close call. An archer boss pack (of course) from past a door on level 2, and suddenly Cythandria is down to barely more than 10 HP. Frantic potion-drinking and teleporting ensues, and she gets out of there in one piece. Only the Oak Sage (which wasn't in the line of fire) saved her.
I eventually worked my way back, and got a cursor on that boss. Extra Strong Cold Enchanted Magic Resistant. Plus there were other boss packs nearby, and it's possible some of those minions were shooting too.
The area does cough up some good stuff, at least.
14 - Windhammer.jpg
223 ED on it. Also, the boss pack that nearly killed her was in the T-junction just south of where the maul dropped.
Continuing down, I reach level 5. And I see a pack of archers with fanaticism to the northwest the moment I enter the level. That calls for blindly teleporting away, immediately. Almost anything is safer than taking those on face to face. The main hall adds a pack of archer champions to that - bad news all around. Emilio takes a death, and I end up teleporting through the side wings to avoid entering that hall for a while. Easier to press forward and kill the Countess first before I take that on.
The Countess drops nothing significant. Then I take on the greater threats. First the champions, then the minions, then finally the real boss of the level.
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She drops a unique. A worthy reward.

That's not the end of Cythandria's archer troubles, but it is the worst of it. A Cursed Extra Strong Multiple Shots Vile Archer boss in the Hole? Not nearly as much trouble. It's a lot easier to dodge in the cave tileset than in the crypt tileset.
The archers stop appearing in the last segment of the act, and accordingly I make progress smoothly. Finally, we come to Andariel. And ... well, she's vulnerable to fire.
16 - Andariel.jpg
Nothing too special on the drop there. Act 1 of Hell complete at level 80. New items found: Silkweave, Windhammer, Goblin Toe, ethereal Hawkmail.

Act 2, on the whole, is a lot easier than act 1 for this build. There just aren't as many archers. And the ones that are present have highly visible arrows, so they're easy to dodge.
Progress is slow at times, particularly in the Maggot Lair where I'm not willing to teleport forward into unseen and inhabited areas. But the threat level is pretty low. I don't do the whole thing in one session, though; after I notice that monsters seem to be ignoring Emilio, I end the session at the Lost City waypoint, with only the Claw Viper Temple not yet cleared.
The second session of the act starts by covering the short distance to the Valley of Snakes ... which includes Dark Elder. And he drops Gerke's Sanctuary. Not a bad reward for deviating from the "single-pass" scheme. The temple is a rough draw - snakes, more snakes, and Guardians with Bone Warriors. Everything's immune to one of my elements. Fangskin spawns with Might Aura downstairs, but he's still less trouble than in Nightmare.
On to the final segment of the act. And in the palace cellars ...
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Oh, yes. Now that's a great item. And a direct upgrade. Tarnhelm is out, Harlequin Crest is in. More skills, more life, more mana.
It's not the only piece of excellent headgear that drops down there, either.
18 - Arreat's Face.jpg
Who needs level 85 areas and boss runs? This session is shaping up to be highly productive with nothing but normal progression.
The false tombs, though? Hardly any good stuff, just lots of enemies to kill and earn XP on.
Duriel puts up a good fight, taking down Emilio and then forcing me to shovel a lot of potions into him once I raise him for a second round. But the big bug can't last forever.
19 - Duriel.jpg
Act 2 complete at level 85. New items found in this act: Hwanin's Refuge, Razortail, Gerke's Sanctuary, Harlequin Crest, ethereal Soul Harvest, Arreat's Face, ethereal Duskdeep, War Traveler.

Cythandria has now officially made it farther than Osmadi, in both level and progression. Three more acts to go.

[Edited to remove some formatting garbage]
 
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